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/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include <cstdint>
//#include "3d/skeletal-animation/DataPoolManager.h"
#include "bindings/event/EventDispatcher.h"
#include "core/event/Event.h"
#include "core/memop/Pool.h"
#include "renderer/pipeline/RenderPipeline.h"
#include "renderer/pipeline/DebugView.h"
#include "scene/DrawBatch2D.h"
#include "scene/Light.h"
#include "scene/Model.h"
#include "scene/RenderScene.h"
#include "scene/RenderWindow.h"
#include "scene/SphereLight.h"
#include "scene/PointLight.h"
#include "scene/RangedDirectionalLight.h"
namespace cc {
class IXRInterface;
namespace scene {
class Camera;
class DrawBatch2D;
} // namespace scene
namespace gfx {
class SwapChain;
class Device;
} // namespace gfx
namespace render {
class PipelineRuntime;
class Pipeline;
} // namespace render
class Batcher2d;
struct ISystemWindowInfo;
class ISystemWindow;
class Root final {
IMPL_EVENT_TARGET(Root)
DECLARE_TARGET_EVENT_BEGIN(Root)
TARGET_EVENT_ARG0(BeforeCommit)
TARGET_EVENT_ARG0(BeforeRender)
TARGET_EVENT_ARG0(AfterRender)
TARGET_EVENT_ARG0(PipelineChanged)
DECLARE_TARGET_EVENT_END()
public:
static Root *getInstance(); // cjh todo: put Root Managerment to Director class.
explicit Root(gfx::Device *device);
~Root();
// @minggo IRootInfo seems is not use, and how to return Promise?
void initialize(gfx::Swapchain *swapchain);
void destroy();
/**
* @zh
* 重置大小
* @param width 窗口宽度
* @param height 窗口高度
* @param windowId 窗口 ID
*/
void resize(uint32_t width, uint32_t height, uint32_t windowId);
bool setRenderPipeline(pipeline::RenderPipeline *rppl = nullptr);
void onGlobalPipelineStateChanged();
/**
* @zh
* 激活指定窗口为当前窗口
* @param window GFX 窗口
*/
void activeWindow(scene::RenderWindow *);
/**
* @zh
* 重置累计时间
*/
void resetCumulativeTime();
/**
* @zh
* 每帧执行函数
* @param deltaTime 间隔时间
*/
void frameMove(float deltaTime, int32_t totalFrames); // NOTE: c++ doesn't have a Director, so totalFrames need to be set from JS
/**
* @zh
* 创建窗口
* @param info GFX 窗口描述信息
*/
scene::RenderWindow *createWindow(scene::IRenderWindowInfo &);
/**
* @zh
* 销毁指定的窗口
* @param window GFX 窗口
*/
void destroyWindow(scene::RenderWindow *);
/**
* @zh
* 销毁全部窗口
*/
void destroyWindows();
/**
* @zh
* 创建一个系统窗口
* @param info 系统窗口描述信息
* @return 新创建的系统窗口 ID
*/
static uint32_t createSystemWindow(const cc::ISystemWindowInfo &info);
/**
* @zh
* 创建渲染场景
* @param info 渲染场景描述信息
*/
scene::RenderScene *createScene(const scene::IRenderSceneInfo &);
/**
* @zh
* 销毁指定的渲染场景
* @param scene 渲染场景
*/
void destroyScene(scene::RenderScene *);
/**
* @zh
* 销毁全部场景
*/
void destroyScenes();
#ifndef SWIGCOCOS
template <typename T, typename = std::enable_if_t<std::is_base_of<scene::Model, T>::value>>
T *createModel() {
// cjh TODO: need use model pool?
T *model = ccnew T();
model->initialize();
return model;
}
#endif
void destroyModel(scene::Model *model);
#ifndef SWIGCOCOS
template <typename T, typename = std::enable_if_t<std::is_base_of<scene::Light, T>::value>>
T *createLight() {
// TODO(xwx): need use model pool?
T *light = ccnew T();
light->initialize();
return light;
}
#endif
void destroyLight(scene::Light *light);
scene::Camera *createCamera() const;
/**
* @zh
* GFX 设备
*/
inline gfx::Device *getDevice() const { return _device; }
inline void setDevice(gfx::Device *device) { _device = device; }
/**
* @zh
* 主窗口
*/
inline scene::RenderWindow *getMainWindow() const { return _mainRenderWindow.get(); }
/**
* @zh
* 当前窗口
*/
inline void setCurWindow(scene::RenderWindow *window) { _curRenderWindow = window; }
inline scene::RenderWindow *getCurWindow() const { return _curRenderWindow.get(); }
/**
* @zh
* 临时窗口(用于数据传输)
*/
void setTempWindow(scene::RenderWindow *window) { _tempWindow = window; }
inline scene::RenderWindow *getTempWindow() const { return _tempWindow.get(); }
/**
* @zh
* 窗口列表
*/
inline const ccstd::vector<IntrusivePtr<scene::RenderWindow>> &getWindows() const { return _renderWindows; }
/**
* @zh
* 是否启用自定义渲染管线
*/
inline bool usesCustomPipeline() const { return _usesCustomPipeline; }
/**
* @zh
* 渲染管线
*/
inline render::PipelineRuntime *getPipeline() const { return _pipelineRuntime.get(); }
/**
* @zh
* 自定义渲染管线
*/
render::Pipeline *getCustomPipeline() const;
/**
* @zh
* UI实例
* 引擎内部使用,用户无需调用此接口
*/
inline Batcher2d *getBatcher2D() const { return _batcher; }
/**
* @zh
* 场景列表
*/
inline const ccstd::vector<IntrusivePtr<scene::RenderScene>> &getScenes() const { return _scenes; }
/**
* @zh
* 渲染调试数据
*/
inline pipeline::DebugView *getDebugView() const { return _debugView.get(); }
/**
* @zh
* 累计时间(秒)
*/
inline float getCumulativeTime() const { return _cumulativeTime; }
/**
* @zh
* 帧时间(秒)
*/
inline float getFrameTime() const { return _frameTime; }
/**
* @zh
* 一秒内的累计帧数
*/
inline uint32_t getFrameCount() const { return _frameCount; }
/**
* @zh
* 每秒帧率
*/
inline uint32_t getFps() const { return _fps; }
/**
* @zh
* 每秒固定帧率
*/
void setFixedFPS(uint32_t fps) { _fixedFPS = fps; }
inline uint32_t getFixedFPS() const { return _fixedFPS; }
// inline DataPoolManager *getDataPoolManager() { return _dataPoolMgr.get(); }
inline bool isUsingDeferredPipeline() const { return _useDeferredPipeline; }
scene::RenderWindow *createRenderWindowFromSystemWindow(uint32_t windowId);
scene::RenderWindow *createRenderWindowFromSystemWindow(cc::ISystemWindow *window);
const ccstd::vector<scene::Camera *> &getCameraList() const {
return _cameraList;
}
void frameSync();
private:
void frameMoveBegin();
void frameMoveProcess(bool isNeedUpdateScene, int32_t totalFrames);
void frameMoveEnd();
void doXRFrameMove(int32_t totalFrames);
void addWindowEventListener();
void removeWindowEventListener();
gfx::Device *_device{nullptr};
gfx::Swapchain *_swapchain{nullptr};
Batcher2d *_batcher{nullptr};
IntrusivePtr<scene::RenderWindow> _mainRenderWindow;
IntrusivePtr<scene::RenderWindow> _curRenderWindow;
IntrusivePtr<scene::RenderWindow> _tempWindow;
ccstd::vector<IntrusivePtr<scene::RenderWindow>> _renderWindows;
IntrusivePtr<pipeline::RenderPipeline> _pipeline{nullptr};
std::unique_ptr<render::PipelineRuntime> _pipelineRuntime;
// IntrusivePtr<DataPoolManager> _dataPoolMgr;
ccstd::vector<IntrusivePtr<scene::RenderScene>> _scenes;
std::unique_ptr<pipeline::DebugView> _debugView;
float _cumulativeTime{0.F};
float _frameTime{0.F};
float _fpsTime{0.F};
uint32_t _frameCount{0};
uint32_t _fps{0};
uint32_t _fixedFPS{0};
bool _useDeferredPipeline{false};
bool _usesCustomPipeline{true};
IXRInterface *_xr{nullptr};
events::WindowDestroy::Listener _windowDestroyListener;
events::WindowRecreated::Listener _windowRecreatedListener;
// Cache ccstd::vector to avoid allocate every frame in frameMove
ccstd::vector<scene::Camera *> _cameraList;
ccstd::vector<gfx::Swapchain *> _swapchains;
//
};
} // namespace cc